In Peril on the Purple Planet, the characters are cast across the cosmos to a foreign world. Left to die beneath a weirdling sun and its sickening rays, the PCs’ survival depends as much upon their quick wit as a quick blade, as even the finest chain hauberk must fail beneath the crush of an alien horde.
A level 4 exploration-style adventure spanning scores of leagues, the party must contend with hundreds of miles of alien wasteland, the predatory creatures of the Purple Planet, deadly mushroom jungles, and thousands of factious savage man-beasts locked in an endless war.
In the course of the sprawling hex-crawl, the PCs will have the opportunity to assume mastery of their own warbands or pit faction against faction, plumb ancient burial mounds or respect the age-old taboos, and experiment with deadly artifacts – the remnants of the Last War. How the PCs meet each challenge will determine whether they discover the secrets to returning home, or slip beneath the sands of the wastes, succumbing to the perils of the Purple Planet.
But for those few with the courage to remain, we offer a world for the conquering.
Fund it here!
Monday, July 14, 2014
Friday, July 4, 2014
More Magic Items for Torchbearer
Sunshard Ring
Once per adventure phase, a character may summon the mpower of this ring. It provides light as a torch that cannot be blown out or smothered in any way.
Level: 1
Type: Magical Clothing
Inventory: Hands/ Worn 1
Everflask
This flask refills itself at the beginning of each phase.
Level: 1
Type: Magical Equipment
Inventory: Pack 1 or Replaces Waterskin slot
Oracle Blade
Once per conflict, before revealing action, guess what your opponent scripted. If correct, you may re-script.
Level: 2
Type: Magical Weapon (Sword)
Inventory: Be;t/Weapon or Hand/Carried 1
Blood Drinker Axe
During a Kill, Capture, or Drive Off conflict, you may recover 1 point of disposition for every 2 successes over the Ob on an Attack action.
Level: 3
Type: Magical Weapon (Battleaxe)
Inventory: Hand/Carried 2
Mirror Shield
When being targeted by a spell, roll a number of dice equal to the caster. If the spell is successfully cast but you roll more successes than the caster, it is reflected and affects them instead.
Level: 4
Type: Magical Weapon (Shield)
Inventory: Hand/Carried 1 or Torso/Worn 1
Once per adventure phase, a character may summon the mpower of this ring. It provides light as a torch that cannot be blown out or smothered in any way.
Level: 1
Type: Magical Clothing
Inventory: Hands/ Worn 1
Everflask
This flask refills itself at the beginning of each phase.
Level: 1
Type: Magical Equipment
Inventory: Pack 1 or Replaces Waterskin slot
Oracle Blade
Once per conflict, before revealing action, guess what your opponent scripted. If correct, you may re-script.
Level: 2
Type: Magical Weapon (Sword)
Inventory: Be;t/Weapon or Hand/Carried 1
Blood Drinker Axe
During a Kill, Capture, or Drive Off conflict, you may recover 1 point of disposition for every 2 successes over the Ob on an Attack action.
Level: 3
Type: Magical Weapon (Battleaxe)
Inventory: Hand/Carried 2
Mirror Shield
When being targeted by a spell, roll a number of dice equal to the caster. If the spell is successfully cast but you roll more successes than the caster, it is reflected and affects them instead.
Level: 4
Type: Magical Weapon (Shield)
Inventory: Hand/Carried 1 or Torso/Worn 1
Wednesday, July 2, 2014
The Sixth World: Another Shadowrun Hack
The other system I had in mind for running Shadowrun was Apocalypse World. Before deciding what anything else would look like, I decided that the hack would have to be called The Sixth World, a nod the timeline of Shadowrun that keeps the naming tradition of all the various *world games. Again, it appears that someone has beaten me to the punch. Not that I'm complaining.
Monday, June 30, 2014
ShadowFate, FateRun: Shadowrun Hack for Fate
Shadowrun has one of the coolest, most distinct settings in the world of RPGs. It also has a pretty dense system. I was thinking about how cool it would be to hack Fate into a Shadowrun game, but someone seems to have beaten me to the punch. Specifically, Rob Wieland, the author of several Shadowrun books.
Take a look here for skills and stunts, and here for the archetypes.
Take a look here for skills and stunts, and here for the archetypes.
Friday, June 20, 2014
Masterwork Items in Torchbearer
Once per Kill, Drive-Off, or Capture Conflict, the player may choose to re-roll* a single failed die while using this weapon.
Armor
Once per Kill, Drive-Off, or Capture Conflict, the player may choose to re-roll* their die when testing for armor damage.
Items
Once per adventure phase, in a test where a masterwork item was used as supplies, they may re-roll* a single failed die. This item must grant a +1D to the test in order to use the ability.
Cost
The cost for all masterwork items is equal to double their Ob. It is up to the GMs discretion whether or not they are available for purchase.
*The normal rules for re-rolling apply. This ability may not be used to re-roll dice that have already been re-rolled.
Wednesday, June 18, 2014
Torchbearer GM Screen
The folks at BWHQ recently announced that they are in the process of putting together a GM screen for Torchbearer! Pre-orders were restricted to the backers of the Kickstarter, but everyone else can get in on the action this August.
Monday, June 16, 2014
Sounds from the Crypt #2: Electric Wizard
This song does have vocals but the lyrics are mostly unintelligible so they won't distract. There is a nice build up from the slow foreboding march of the beginning all the way until the end. Perfect for a final boss fight or raising the dead.
Friday, June 13, 2014
Torchbearer: Familiars
Arcane Bond
During the course of their travels, Magicians often form special bonds with a creature or unlock powers hidden deep within objects. A Magician who chooses this level benefit has merely done the proper rituals necessary to create this bond and must still find a suitable creature or object to gain any effect. As with spells, your Mentor can provide a familiar. Others may test Circles to find someone in town who can help or find a suitable familiar in the wild at the GMs discretion.
Sample Familiars
Brain in a Jar: +1D to Lore Master
Chameleon: Anytime Nature is taxed, reduce the amount by 1
Crow: +1D to Scavenger
Dog: +1D to Pathfinder
Eagle: +1D to Scout
Fox: +1D to Criminal
Moth: Whenever a light source would go out, roll a d6. On a roll of 4+, it stays lit for another turn
Owl: +1D to Hunter
Pseudodragon: +1D to Arcanist
Rat: +1D to Dungeoneer
Spider: +1D to Alchemist
Toad: Increase disposition of caster by 1 during a conflict
The benefits that grant +1D to a skill are neither help nor wises and therefore are not affected by conditions. Additionally, if the Magician is using Beginner's Luck on a skill, this die is added after reducing the number of dice by half.
Losing a Bonded Creature/Item
If a creature is killed as part of a twist or compromise or if the item is lost or stolen, the bond is broken. Tax the Magician's Nature by their current level.
Wednesday, June 11, 2014
Torchbearer on Roll20.net
Courtesy of SilverSeraphim on the forums. To use it, login to Roll20.net (make a free account if you don't have one). Before launching your campaign, go to Details > Campaign Settings. Scroll down to the Character Sheet section and select Torchbearer from the drop-down list.
Monday, June 9, 2014
Kickstarter: Drinking Quest
It's a Drinking Game and a Tabletop RPG! The first 3 Drinking Quest games were cult hits-now they've been remastered with new content.
In 2011 Drinking Quest: The Original Drinking RPG spawned a hilarious new genre. The Drinking Quest games are a light RPG, a light Drinking Game (with non drinking rules as well) and a heavy parody experience because it's such a ridiculous concept.
Since then two sequels have been released: Yeddy Vedder's Yeti Adventure (2012) and Nectar of the Gods (2013).
The goal of Trilogy Edition is to bring all three games together seamlessly in one package and make all kinds of improvements like:
In 2011 Drinking Quest: The Original Drinking RPG spawned a hilarious new genre. The Drinking Quest games are a light RPG, a light Drinking Game (with non drinking rules as well) and a heavy parody experience because it's such a ridiculous concept.
Since then two sequels have been released: Yeddy Vedder's Yeti Adventure (2012) and Nectar of the Gods (2013).
The goal of Trilogy Edition is to bring all three games together seamlessly in one package and make all kinds of improvements like:
- Full Colour Cards
- An Improved D4, D6, D8 System (Instead of 3D6) This adds complexity to the game without adding a single new rule.
- Bigger Cards while still staying a good size to bring to the pub
- A Bigger, More Attractive Box
- Up to 3 new Quests (Consisting of 12 cards each)
- Other smaller improvements (Think remastered Star Trek not remastered Star Wars)
Fund it here.
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